/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.Array; import com.esotericsoftware.spine.Animation.MixDirection; import com.esotericsoftware.spine.Animation.MixPose; public class MixTest extends ApplicationAdapter { SpriteBatch batch; float time; Array events = new Array(); SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; SkeletonData skeletonData; Skeleton skeleton; Animation walkAnimation; Animation jumpAnimation; public void create () { batch = new SpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); debugRenderer = new SkeletonRendererDebug(); final String name = "spineboy/spineboy"; TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + "-pma.atlas")); if (true) { SkeletonJson json = new SkeletonJson(atlas); json.setScale(0.6f); skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json")); } else { SkeletonBinary binary = new SkeletonBinary(atlas); binary.setScale(0.6f); skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel")); } walkAnimation = skeletonData.findAnimation("walk"); jumpAnimation = skeletonData.findAnimation("jump"); skeleton = new Skeleton(skeletonData); skeleton.updateWorldTransform(); skeleton.setPosition(-50, 20); } public void render () { float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see. float jump = jumpAnimation.getDuration(); float beforeJump = 1f; float blendIn = 0.2f; float blendOut = 0.2f; float blendOutStart = beforeJump + jump - blendOut; float total = 3.75f; time += delta; float speed = 180; if (time > beforeJump + blendIn && time < blendOutStart) speed = 360; skeleton.setX(skeleton.getX() + speed * delta); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // This shows how to manage state manually. See SimpleTest1 for a higher level API using AnimationState. if (time > total) { // restart time = 0; skeleton.setX(-50); } else if (time > beforeJump + jump) { // just walk after jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in); } else if (time > blendOutStart) { // blend out jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in); jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut, MixPose.current, MixDirection.in); } else if (time > beforeJump + blendIn) { // just jump jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, MixPose.current, MixDirection.in); } else if (time > beforeJump) { // blend in jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in); jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn, MixPose.current, MixDirection.in); } else { // just walk before jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in); } skeleton.updateWorldTransform(); skeleton.update(Gdx.graphics.getDeltaTime()); batch.begin(); renderer.draw(batch, skeleton); batch.end(); debugRenderer.draw(skeleton); } public void resize (int width, int height) { batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height); debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix()); } public static void main (String[] args) throws Exception { new LwjglApplication(new MixTest()); } }